Just give him access to a Hourglass of Transfiguration and call it good.
I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
The most Hated and Loved villain I've yet used was a cohort that the team left for dead after raiding a temple to an evil deity. They killed the cultists but the paladin's cohort fell in combat and they never checked if he was alive or not. They left him there to eventually stabilize and recover on his own. He ended up becoming an Antipaladin of the very deity that they had been fighting, and when he first encountered the team again he used his knowledge of them well. Silenced the Sorcerer, Sundered the Barbarian's ONLY weapon, and used Dominated villagers to shield himself from the paladin. Though they survived, the party was furious that an Enemy would know their weaknesses so well until the sorcerer realised who he was. They tried to redeem him multiple times until he ended up dying from friendly fire, after which the paladin buried him in his family's crypt. First time I ever saw a team actually debate resurrecting an enemy.
Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
Lelouch:
Powdered Bones for any necromantic or evil item. Quicksilver/Mercury for speed or adaptation based items. Vampire Fangs for undead bane weapons or bleed items. Distilled essence of an Ooze for acid based items. Sky Metal (Meteoric Iron) for protection or defensive items. Volcanic Glass for flame or heat based items. Diamond Dust for light based items.
I played in a campiagn for a few months (and DM'd a version of the same campaign later on) and ended up writing a rather generic list of tips to help some of the players adapt to a campaign without magic (yep, without any at all). It kind of assumes that you're playing a fighter, but work with me here. General Tips for Low or No magic Campaigns:
The fighter’s most precious resource is his supply of hit points. In no uncertain terms, a fighter’s hit points measure his ability to continue doing what he does best: fight. Without hit points, it doesn’t matter how strong or fast you are, because you have lost the fight.
A wise fighter manages this resource carefully, and in a warrior campaign, this becomes even more important (since there probably isn’t a cleric around when you need one). In general, managing your hit points comes down to two things: saving them until needed, and restoring them when lost. Saving Hit Points
Restoring Hit Points
Edit: Most of this is either taken from or adapted from the Complete Warrior D&D book, as that was the edition we were running at the time.
So far from reading over the Core Rulebook (a few times), I haven't seen anywhere where the book states that casting an evil aligned spell is an evil action in itself. I have seen statements that a cleric cannot cast spells that are against their alignment, such as a Good cleric casting an Evil spell, but this isn't stated as "If they do, they shift alignment" but rather as "They can't do it". So as far as rule mechanics go, i'd say (and to state this very clearly, the game has a decent amount of room for interpretation. This is the interpretation that me and my group feel fits best with the rules as written within the book) that casting a spell with an evil descriptor isn't an inherently evil act, but it can be if used for evil purposes. The descriptors are there more as guidelines for interactions with other abilities and spells rather than saying "casting this spell is considered a [alignment descriptor] act". |